Orthogonal Projection and Translation

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0 comments, last by Fuzztrek 20 years, 6 months ago
Hello all, I've been trying to draw a 2D primitive using a static vertex buffer, untransformed vertices and orthogonal projection. This is working fairly well, and I am moving the quad quite well by updating the world matrix. However, using the formula below, I'm not getting exact screen-to-space coordinates. I'm drawing the quad where the mouse coordinates are, however I'm also drawing an "X" using CD3DFont. The quad I'm rendering moves further up from the "X" as I move the mouse down. It doesn't get very far, but I can tell that it's not being drawn at the exact mouse coordinates, which is quite annoying. Is there anyway I can get more precise coordinates using untransformed vertices? Formula:

float x = Input->GetMouseX() - GetWindowWidth() / 2;
float y = -Input->GetMouseY() + GetWindowHeight() / 2;
     
Thanks in advance! [edited by - fuzztrek on September 24, 2003 8:51:53 PM]
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Anyone know of a more accurate forumla for figuring out screen-space coordinates?

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